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Agreed. Also increasing damage for some moves by 1-2% and knockback, including his throws.I like all the different ideas for buffs in this thread, however i think that only these are what we could realistically get at this point.
Utilt - Make hitbox match tail animation.
Bair - Make hitbox match tail animation.
Uair - Make hitbox match tail animation.
Fsmash - extend the hitbox so it doesn't whiff at close range.
Fair - Also fix to not miss at close range.
Grab - Fix hitbox so it doesn't whiff as easily.
Weight - Mewtwo should be around midweight, or at least around his Melee weight.
Maybe also fix Dthrow so that it gives Mewtwo frame advantage and is a combo throw.
Eh so do Ness and Lucas.Don't know if it was already suggested, but I'd really like a greater grabbing range. Only makes sense, since he grabs with his mind.
Actually, Mewtwo's is pretty resistant to DI. That's why it kills earlier than Charizard's uthrow with DI, despite killing later without it.What he needs is more speed... and hitbox fixes...
Also, we need 100% Up-Throw back. For those who call it OP, it's called DI.
Don't you agree that it makes sense to at least want a change for Bair, Utilt and Uair though? They just feel buggy at this point since the hitboxes doesn't match the animations of the moves very well at allWhen people try to argue Mewtwo needs to be completely redesigned as a character, it makes the thread look a bit ridiculous. At most, it makes sense to continue to lobby Sakurai for custom moves.
That feels like less of a change than customs being added, so I'd say that's lower than his "at most" comment.Don't you agree that it makes sense to at least want a change for Bair, Utilt and Uair though? They just feel buggy at this point since the hitboxes doesn't match the animations of the moves very well at all
I say this time and time again, but if bair's startup perfectly matched the animation it'd almost make Sheik's fair look tame.Don't you agree that it makes sense to at least want a change for Bair, Utilt and Uair though? They just feel buggy at this point since the hitboxes doesn't match the animations of the moves very well at all
That's not what I meant. I mean that if Mewtwo gets his old Up-Throw back and people find it to be overpowered, all they need to do is DI.Actually, Mewtwo's is pretty resistant to DI. That's why it kills earlier than Charizard's uthrow with DI, despite killing later without it.
I don't really see how Bair could be Sheik Fair levels of overpowered by such a little change since it is quite a laggy attack, but maybe your right that it could be abused in that case.I say this time and time again, but if bair's startup perfectly matched the animation it'd almost make Sheik's fair look tame.
Utilt could use a lot more tuning up to make it more than just a generally weaker anti-air than usmash than just it's hitbox but it would be nice to have a DK/Link style utilt.
What I don't get is why people still make a fuss about uair not hitting 360 degrees like nairs usually do. The hitbox above, the area an uair should hit, is quite wide. Besides, the trails under or beside Mewtwo seem miniscule and hardly useful for spacing.
Still bummed about this man. For all the DLC characters really.When people try to argue Mewtwo needs to be completely redesigned as a character, it makes the thread look a bit ridiculous. At most, it makes sense to continue to lobby Sakurai for custom moves.
The answer is simple: you aren't supposed to space out ground opponents with bair. That's ftilt/dtilt/dsmash's job.I don't really see how Bair could be Sheik Fair levels of overpowered by such a little change since it is quite a laggy attack, but maybe your right that it could be abused in that case.
The issue most people have with Bair is that it sometimes misses even if the opponent is standing inside the tail animation and completely misses short opponents if you shorthop it. Same with Utilt and Uair if the opponent is in the area behind Mewtwo and it makes these moves feel unsafe to use in alot of situations.
This video demonstrates the spots quite well: https://www.youtube.com/watch?v=I2_AIdsqYQw
Anyway, maybe there is some balance reason for the weird hitbox placings but they just seem like design flaws to me.
Yeah, it's extremely lame.Still bummed about this man. For all the DLC characters really.
Well, I'd say our best bet of getting it is in the next month holiday patch. That patch will be big..Yeah, it's extremely lame.
There's this thing called marketing.Random thought: How the hell did Mewtwo's down throw combo into up smash in his trailer? Did down throw just end sooner in that build of the game?
Probably. I recall someone comparing some scenes of Samus in a pre-release Smash trailer to her now. From what he found, her missles had more endlag in the final release of the game than pre-release.Well, I'd say our best bet of getting it is in the next month holiday patch. That patch will be big..
Random thought: How the hell did Mewtwo's down throw combo into up smash in his trailer? Did down throw just end sooner in that build of the game?
Also, has any character gotten a Nerf, only to have their need undone/buffed in a later update? I was just thinking about up smash's hitbox size..
We have no proof that it was ever a true combo. This isn't like pre-release where you could play around with early build characters and test things out.Probably. I recall someone comparing some scenes of Samus in a pre-release Smash trailer to her now. From what he found, her missles had more endlag in the final release of the game than pre-release.
It seems that at some point of development, Mewtwo's dthrow was a combo throw. I'm not sure why they removed it's combo ability.
I'm just making guesses here (it's entirely possible the opponent just wasn't using DI).We have no proof that it was ever a true combo. This isn't like pre-release where you could play around with early build characters and test things out.
How many of us saw Villager in the Rosalina trailer and thought "lol he'll be so easy to gimp if you pop his balloons!". Heh... look how that worked out.
More like false advetising. e_eThere's this thing called marketing.
And I don't think customs are happening.
Because his final smash is decent. That seems to be the balance philosophy behind him, sine his blurb on the site only mentions that as a selling point.It seems that at some point of development, Mewtwo's dthrow was a combo throw. I'm not sure why they removed it's combo ability.
So you're saying they knew Meta Knight was broken as s*** in Brawl and gave him a mediocre Final Smash to compensate?Because his final smash is decent. That seems to be the balance philosophy behind him, sine his blurb on the site only mentions that as a selling point.
Would it surprise you?So you're saying they knew Meta Knight was broken as s*** in Brawl and gave him a mediocre Final Smash to compensate?
Also what is the site in question?
Yeah i think i read long ago in an interview that Sakurai balanced the characters in Brawl with Final Smashes in mind. I think that's not the case with Smash 4, but if it is i kinda wish final smashes were never a thing as that is a very unfair way to balance the game...Would it surprise you?
Official Smash Bros. site under the DLC section.
If Final Smashes were considered an important part of balance you'd think they'd be getting altered with all the patches. But no.Yeah i think i read long ago in an interview that Sakurai balanced the characters in Brawl with Final Smashes in mind. I think that's not the case with Smash 4, but if it is i kinda wish final smashes were never a thing as that is a very unfair way to balance the game...
So is making characters that suck in 1v1 great in free for alls and vice versa.Final smash as balance for characters is a lame way to go.
I meant more as in if they might have taken a characters final smash into consideration when they initially created and balanced a character for Smash 4. But yeah your right we would probably have seen changes to them if they were deemed very important but i think they have a better idea of balancing now that Namco and the team is on board and it isn't just Sakurai balancing by himself like in the Brawl Days.If Final Smashes were considered an important part of balance you'd think they'd be getting altered with all the patches. But no.
Really Final Smash balancing hasn't gone further than nerfing the really abusable ones (Super Sonic, Landmaster), or making them less random (Luigi and Dedede's new final smashes, PK Starstorm).
Hey, look! It's the real world where some people like to just play free-for-alls with items on! Can you believe those guys?So is making characters that suck in 1v1 great in free for alls and vice versa.
How lucky for us Mewtwo sucks in both.
Our buffs are pretty on par with his. Buffing a move that was outclassed by another mainly (dtilt/jab for Lucas, dsmash/fsmash for Mewtwo).I like how Lucas got buffs. And for mewtwo they were all pfffft.
Forget Lucas, how about Roy? He was a pretty broken (in the bad way) character in Melee, and now he's the best of the Marths.I like how Lucas got buffs. And for mewtwo they were all pfffft.
Wouldn't say Melee Roy was broken, just very undertuned and as a result most things he could do Marth could do way better.Forget Lucas, how about Roy? He was a pretty broken (in the bad way) character in Melee, and now he's the best of the Marths.
It's hilarious that Roy becomes faster, heavier, stronger, AND better frame data in SSB4. Significantly boosting his viability in the game..Wouldn't say Melee Roy was broken, just very undertuned and as a result most things he could do Marth could do way better.
I don't know if Roy is better than Marth overall in this game, but he most certainly is not strictly better in every circumstance.
I really wonder why they did this. It was one of the characteristics of Mewtwos Shadowball so it doesn't make sense that they would remove it..You forgot Lucario stole the whole damaging ball charge thing.